Member morgan Posted June 10, 2013 Member Report Share Posted June 10, 2013 (edited) Can someone point me to a tutorial on how to bake normals after I have laid out UV's. I do not understand how to go between the UV room, retopo room and paint room. I have used auto retopo, but I always have to go back and redo the UV's Edited June 10, 2013 by morgan Quote Link to comment Share on other sites More sharing options...
Contributor Tony Nemo Posted June 10, 2013 Contributor Report Share Posted June 10, 2013 Down load the "Happy Baking Guide" that Andrew provided. Quote Link to comment Share on other sites More sharing options...
Advanced Member Pix Jigsaw Posted June 11, 2013 Advanced Member Report Share Posted June 11, 2013 (edited) You may be more advanced with 3D coat and want to pick up some of the finer points from a video, but I'm going to type this anyway because I was very stuck trying to bake a normal map and get my unwrapped object from the retopo room to the paint room. The basic process is simple (but fairly non-obvious because menu item is buried and cryptic and surrounded by similar sounding options). Anyway, once you have your UVs marked and unwrapped in the retopo room, select "Merge with NM (Per Pixel)" from the retopo drop down menu. Click ok when the dialog box comes up. Click ok when the next dialog box comes up. Go to paint room. Your model will be there. Paint it. Your normal map will be on one of the paint layers. Your UV will be available in the UV room. Your 3D life will be good. Sometimes your vox model will still be visible and cluttering things up in the paint room. Turn it off by going to view menu and unchecking "show voxels in paint room" (or as an alternative, hide everything in the vox tree). Edited June 11, 2013 by Pix Jigsaw Quote Link to comment Share on other sites More sharing options...
Member morgan Posted June 11, 2013 Author Member Report Share Posted June 11, 2013 Pix, I have tried what you said,...maybe literally 30-40 times over the course of a year and I continue to get mixed results. The UV's are usually broken, I keep thinking that I am missing a critical step but everyone keeps assuring me that is the steps to rebake UV's....le sigh. Quote Link to comment Share on other sites More sharing options...
Carlosan Posted June 11, 2013 Report Share Posted June 11, 2013 (edited) While you are still in the Retopo Room, mark your seams and be sure to "Unwrap" while still in this Room. Then, you must use one of the "Merge" commands from the "Retopo Menu" to send your model to the Paint Room. It is the "Merging" process that adds your Retopo UV's to the UV Room, itself. You won't see them until you perform a "Merge". Many of the same UV Tools are present in the Retopo Room that you eventually have in the UV Room. Think of the UV Room more as a set of tools to help you organize the UV Maps, themselves - not a place where you layout the way in which the Map "Unwraps" (by means of seams). Greg Smith From the file menu in the Paint Room, you should be able to MERGE different obj models into the scene, and use the OBJECTS panel to hide or unhide different objects in the scene. The Paint Room and the Tweak Room are companion workspaces. You manipulate/transform/sculpt the (low-med poly) models in the Tweak Room and the Paint room does the texturing part. It's almost as if the app is split into two major divisions. 1) Paint Room, Tweak Room, UV Room 2) Voxel Room and Retopo Room Merging in the Retopo Room is like a bridge taking you from the 2nd Division to the 1st, with all your maps baked in the process. It's setup this way because users tend to approach the app from one end of the pipeline or the other. Edited June 11, 2013 by carlosa Quote Link to comment Share on other sites More sharing options...
Contributor Tony Nemo Posted June 11, 2013 Contributor Report Share Posted June 11, 2013 Pix, I have tried what you said,...maybe literally 30-40 times over the course of a year and I continue to get mixed results. The UV's are usually broken, I keep thinking that I am missing a critical step but everyone keeps assuring me that is the steps to rebake UV's....le sigh. Perhaps when merging you may need to check "Weld Vertices" if your UVs are "broken". A screen shot of what you get would be helpful also. Quote Link to comment Share on other sites More sharing options...
Contributor Malo Posted June 12, 2013 Contributor Report Share Posted June 12, 2013 Hi, i put my problem in this threat if it is OK. I got a liitle problem with the baking, too. I have sculpted and retopod my modell but after merging it into the paint room, some details are lost. In the picture i have a zip with the holder, on the left side it get baked, but on the right not. Any ideas whats going wrong here? Quote Link to comment Share on other sites More sharing options...
Contributor Tony Nemo Posted June 12, 2013 Contributor Report Share Posted June 12, 2013 (edited) The Scan Depth (outer) on the right side is inadequate as the "holder" is on a raised surface already. Check "The Happy Baking Guide". Edited June 12, 2013 by Tony Nemo Quote Link to comment Share on other sites More sharing options...
Contributor Malo Posted June 12, 2013 Contributor Report Share Posted June 12, 2013 I read it. I play with that numbers and come back if it wont works. Quote Link to comment Share on other sites More sharing options...
Contributor Malo Posted June 12, 2013 Contributor Report Share Posted June 12, 2013 Ok, after several test. In and Outer depth = 10 -> same result In and Outer depth = 1 -> same result Inner Depth = 1 Outer Depth = 10 -> same Result Inner Depth = 10 Outer Depth = 1 -> same Result Same again with that sphere -> same resut Only the change of "Snap to outer face" solved that problem. Thanks for the help. Quote Link to comment Share on other sites More sharing options...
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